You are on page 1of 2

Chapter 12 - Production Cycle

=========================

12.1 Introduction
The main tasks occurring in production are implementing the plan, tracking the game's progress, and
finishing the game. It is the producer's responsibility during production to manage these tasks smoothly
and deal with any surprises or problems.

During production, the producer's day-to-day tasks will involve interfacing with the leads and team on a
daily basis, assessing the game's progress, evaluating gameplay, working with QA, keeping management
happy, providing assets to marketing, working with external vendors, approving milestones, filling out
paperwork, and a host of other things.

The art, design, engineering, and QA departments are also busy during production. Each discipline is
working hard on its assigned tasks. Individuals can complete some tasks on their own, or with help from
someone in their discipline, but other tasks will require multiple people and disciplines to complete.

12.2 Design Production Cycle


By the time production begins, design has completed documentation for the major parts of the game.
They spend their production day implementing gameplay into the build, tweaking existing gameplay
features, and providing feedback to the artists and engineers on their work. In addition, a designer
might be writing all of the dialogue for a game and working with the producer to organize the voiceover
shoot.

The design production cycle involves a lot of iteration and feature evolution. After a feature is
implemented in the game as originally planned, the designer will continue to tweak and polish the
implementation until it is perfect.

In some cases, a feature might be redesigned if necessary. A feature redesign is not something to be
taken lightly, and it will require approval from the producer and leads before it is done.

Play testing is a large part of the design cycle. As gameplay mechanics start functioning in the game, the
designers conduct play tests to determine whether a feature is fun or whether more work is needed.

In some instances, publishers will conduct open beta tests in order to get information directly from the
target audience about what works and what does not. The feedback is useful to the designers, as they
are getting it directly from the players.

12.3 Art Production Cycle


The art production cycle revolves around asset creation - character, vehicles, objects, weapons,
environments, UI art, and cinematics are created during the production phase.

Each artist has assigned deliverables to produce by specific deadlines.

As with design, artists will then revisit their work, implement feedback, polish the assets until the game
is in shippable state.
The lead artist spends a lot of time tracking the asset creation and making sure the artists are getting
feedback in a timely manner.

Prototyping is still being done at this point. Concept art and prototyping are necessary for specific assets
that are generated.

An animator will work with the producer on planning the motion capture shoot if one is necessary.

Art will spend time working with the engineers to refine the art production pipeline. Be aware that any
delays in getting the pipeline up and running will have a negative impact on the overall schedule.

12.4 Engineering Production Cycle


During production, engineering is working hard to get the features coded and debugged in the game. If
they are using middleware, they also work with a middleware vendor to get the code up and running.
They will work closely with QA to identify crash bugs and test fixes. As with design and art, engineering
will also implement any necessary feedback.

Additionally, engineering is responsible for making regular builds of the game and maintaining the
production pipeline.

Engineers might spend a lot of production time debugging and putting out fires.

Technology never works the way it is expected to, so a feature might need to be cut because the
technology cannot support it.

12.5 Working Together


A review of information about teamwork shows it is important that everyone on the team works
together toward a common goal.

Feedback between art, design, engineering, and QA is valuable to the game and to the team.
Constructive feedback is always welcome if delivered in a tactful and respectful manner.

It is important for the team to realize what the task dependencies are, and how any delays can affect
the overall deadlines.

Production is a time filled with a lot of activity, and the team will grow to its maximum size.

12.6 Chapter Summary


Production starts after the game concept and requirements are defined in preproduction. If the game
plan is detailed and well-organized, production will go smoothly.

During the production stage, art, design, engineering, production, and QA are all focused on the same
goal - delivering a high-quality entertaining game. They all work together to strike a balance between
each goal. These goals are influenced by all the play testing and feedback that occur during production.

Source: The Game Production Handbook 3rd Edition 2014 by Heather Maxwell Chandler

You might also like